simple_01 Is This Monkey Craaaazy??

Walls in the capital doesent help I think, because its already a city, and not a town. And because the capital is always at least a city, that means walls are useless in Constantinople except against barbarians.:)
 
I wouldn't bother with walls in Con. If things get so bad that our capital is getting smacked, we have more problems than walls would solve. I suspect we have a bit of breathing room here to build up. Must go on offense as soon as we can. I'm thinking of the Russian Polar Expedition game where everything was gambled on an all or nothing assault on the neighboring English. Of course, that team had the luxury of taking a peace treaty once they reached their intermediate goals, i.e. sacking London and taking techs for peace.

Anyway, I'm leaning towards settling at East Turquoise Dot rather than west with our next settler. All those unused bonus grasslands look very tempting. And I have my doubts that the water that's just visible next to West Turquoise Dot is fresh water. But I'll go with whatever the team as a whole thinks is best.
 
Preflight check All looks well. markh has driven off the Russian invaders. For now. Our military consists of two regular warriors, two regular archers, and two spears, one of whom (the pride of our armed forces) is actually a veteran.

Oh yeah, and a leader. :goodjob:

Since things are quiet at the moment I rouse a spear and an archer from snoozing in the capital and send them north and west to scout out the territory. Our worker heads off to an unmined bg to get to work. I rename him Albert.

Micromanage Adrianople to pull in some more gold, and Math drops to 12 turns.

Hit enter.

IBT Two veteran Russian archers show up. What, you were maybe expecting Santa?

2110BC Yeah, it's just two archers, but it's not like we have a lot of units to throw around, and there's no high ground around here. I move our expeditionary force back into Con, move the warrior to protect our worker, and await developments. Micromanaging was beyond the powers of a simple monkey. Maths goes back up to 16 turns.

IBT Drunk Russian archers move in on Con.

2070BC A Byzantine sniper takes down one of the Russians. (1-0) Await developments.

IBT Another drunk Russian shows up to replace his comrade.

2030BC Pick off the one who was outside Con. (2-0) Shift a spear over to cover the wounded archer who did the deed.

IBT Spear does his duty with honor (3-0).

1990BC Fortify troops in place to heal. I'd still like to send an expedition north.

IBT :sleep:

1950BC :sleep:

IBT Our rax completes. Time to build some vet archers.

1910BC Expeditionary force is healed. Send them north to explore.

IBT One reg Russian spear and a vet archer come to call.

1870BC Fortune favors the bold. I fortify our expeditionary force in place and await developments.

IBT Russian archer gets lucky with our fortified spear :sad: (3-1). Spear heads towards our ivory. He will not live so long.

1830BC Our reg archer avenges his comrade (4-1), and finds himself with an enemy spear and archer on either side of him :eek: . Move spear to cover ivory.

IBT Our scouting archer is attacked by the archer and spear ... kills both and promotes right up to elite! :dance: (6-1) Russian spear decides that things do not look so friendly for him outside Con and he turns back. Either that, or he wants a piece of our killer archer. Another Russian archer and a warrior shows up.

1790BC Move wounded elite archer back towards home and send an archer west to explore a little.

IBT Russians shuffle troops and that's about it. Their spear could have taken a shot at our elite hero, but even his dim Russian mind grasps the wisdom of not messing with an angry Byz.

1750BCKeep our hero heading home. Explore in the west and discover that we do have hills nearby. Move Albert to road the woods between us and a potential future city site. A warrior will provide cover.

And that's it for this turnset.

We've made some progress. Killed more Russians with only one loss. Math is now due in 4 running at -1gpt. I'm sure a wiser head than mine could micromanage us to a profit. Here's the world as it now appears, with my suggestions for future city sites. That's fresh water, I'm pretty sure, just north of blue dot #1.


1750BC.jpg


The roster is now:

goz - on deck
Andronicus - survived the second wave and pulled a leader out of the hat
markh - played tough defense and kept us alive
SimpleMonkey - was favored by rng gods :worship: and explored some more of our world
classical hero - UP

And here's the <<SAVE>>.
 
Preturn: I put Constantinople onto Settler.

IBT. The Russian move closer to us.

Turn 1. Nothing happened.

IBT. They moce again.

Turn 2. I managed to kill an archer and a warrior that were near our Capital.

IBT. Nothing

Turn 3. I lose an archer and kill a Russian spear.

IBT. Nothing.

Turn 4. Not much.

IBT. More Russian arive.

Turn 5. I discover Maths. I managed to get 7 gold from the last turn. We build a settler.

IBT. We kill two Archers and Spain builds the colossus.


Turn 6. I build Caesarea on spot one.


IBT. Nothing.

Turn 7. Nothing.

IBT. Nothing.

Turn 8. Nothing.

IBT. Ditto.

Turn 9. I build two archers, which make up for the two I lost to kill an Spear.

IBT. Nothing.

Turn 10. Our captial's culture grows. We will have the wheel in five turns.

Now here is a city placement map that I thiwe should do in the next few turns. I would do the red first and then the blue. The red is safer since the Russians are coming from the North.
 

Attachments

More progress! :goodjob:

I'll have to think some more about the suggested city placements. As we're seafaring, I'd like as many shore-hugging cities as possible. I'd also like use to use whatever freshwater we can find (which so far is the little lakes up north and that's it). And we might do well to move into the hills in the west, both because it doesn't seem so crowded right now, and because the magic ore might be hiding there.

That said, Red Dot might not be bad if it turns out to be on the coast. I'd also probably place another city north and west of the current Blue Dot, right on the edge of the great blackness , hugging the lake. That would leave room for another city on the grasslands between where the Russian troops are right now, taking advantage of all the bg there. Hey, and why not setting up shop in the hills in the west too, possibly on the hill on the edge of our visible territory? :crazyeye:

Other priorities are going to be getting a few more workers made. Albert can't do it all himself.

Oh, and are we planning on building SoZ in Con, or in Adrianople? The timing for that build is going to matter a lot, since we don't want to shut down a productive city, but we definitely want to build that puppy and not get beat out.

Other thoughts, most likely completely contradicting what I've just said, are very welcome. :lol:

Good job everybody!

The roster is now:

goz - UP!
Andronicus - [EDIT] on deck
markh - played tough defense and kept us alive
SimpleMonkey - was favored by rng gods :worship: and explored some more of our world
classical hero - kept up the Russian slaughter and got us our third city!
 
lurker's comment: As long as where the SoZ is built, there is a barracks, I dont think it matters...
 
@Ansar -- I agree, though I'll often hurry to build SoZ in a productive city that doesn't happen to have a rax yet, then make that the first build after SoZ completes. Just one regular AC doesn't matter that much.

BTW, there's still a slot open in the roster, if you're interested. Heh. :D
 
Pre-turn - Swap Con (renamed it) to settler in 2, we need that army.

1450BC - Inca completes the Pyramids.

Con settler -> spear
Caesarea archer -> barracks

Send settler to my E dot.

1425BC - We defend against an archer in Caesarea. More ruskies shows up.

Vet archer 1/4 kills reg archer.

Worker to chop forest near Caesarea.

1400BC - Hittites finish the Oracle.

Nicaea founded -> walls.

We have an army, load 2 reg archers and it goes 2/6 :eek: killing a spear.

1375BC - Spear defends against archer in Nicaea.

Adrianople spear -> worker.

Load 1/4 archer in army.

1350BC - Con spear -> spear.

1325BC - Russian archers kill spear and warrior in Caesarea. Elite archer and army kill spear and 2 archers.

We learn the Wheel -> IW. No horses in sight.

Adrianople worker -> barracks.

1250BC - First enemy horseman shows up, kill it and an archer with army. Elite archer kills another archer.

Adrianople will be a good place for SoZ, the barracks will be built in a few turns and if we can improve the tiles around there, it won't take too long.

Dots something like this?:

SM-1250BC.jpg
 

Attachments

lurker's comment: @gozpel: I like the way those two northern dots have a lake positioned between them...that looks pretty defensible to me, for what it's worth.
 
Leaving Con open and putting walls in Nicea means that the AI will bypass the later to walk through all these nice open grasslands to attack the former. Grasslands that will be fertilized with their bones.

Great advances, goz! :goodjob:

Dot placements also look good to me. The dot due west of Con seems least urgent, as it's just a fill-in for now, the one in the western hills the biggest gamble, since it's furthest from reinforcements. I'd probably go for the two on either side of the lake first, subject to revision once we get IW.

As soon as possible, I'd like to go on the offensive and use our army to take out some Russian towns. If we're seeing horses from them, we gotta get that resource disconnected.

How about letting Adrianpole finish its rax and then take over unit production, while Con gets to work on SoZ? I only say that because Adrianpole is only going to have six citizens for a long time, while we can build up a lot more than that in Con. On the other hand, we may want to be using Con for settlers. And we may not want to let any city get much past 7 citizens, since we can't afford the clowns or the lux tax.

I await someone who can make a convincing case one way or the other. Too much for a monkey brain to deal with. :crazyeye:

The roster is now:

goz - fourth city and army! :dance:
Andronicus - UP!
markh - on deck
SimpleMonkey - was favored by rng gods and explored some more of our world
classical hero - kept up the Russian slaughter and got us our third city!
 
scout: Yep, and it's 3-steps too. I'm a bit torn about the western area, if we keep cities to 6 pop, then mined plains will do good.

Team: We seriously need to get out a warrior and a curragh for scouting soon. Warrior going W and curragh E, so we can figure out these lands. Not to forget about horses and iron, ruskies already have horsemen and it can be dirty if we wait too long.

I still think Adrianople will be ok for SoZ with all those BG's. After barracks it won't take more than some 20-25 turns at the most, that is with improved tiles. Which are far from done, but still some 30 turns isn't too bad. When Adrianople is pop 6, Nicaea will use the deer. Pop is power.

Con should keep on building settlers and units.

Research after IW?
 
Agree about scouting. We need more info about our world. Also, a civ who isn't at war right now is a civ that is getting too far ahead. I'm also wondering what the aggression level is in this one. Andronicus, do you remember what it was when you rolled this start?

Am now more convinced about putting Adrianpole to work building SoZ as soon as it's done with rax. Key is getting our workers to mine those bg soon.

As far as techs go, I still favor pottery --> map making. Our UU can play hell with any landings, keep the AI from contacting each other, and tear up coastal improvements. I think of this as a good thing. Horseback Riding can wait until we can actually claim some horses -- Russian horses would be nice.
 
Pre-turn 1250BC
My thoughts are to get SoZ ASAP. I would like to build SoZ first in Adri and then rush / whip rax before first AC saving gpt on rax whilst SoZ built. However I note chop almost complete which wouldd be wasted if switch from rax build so I let it complete (in retrospect I believe best option would have been for me to abandon the chop and start the mining of BGs sooner)

Also believe much value in leaving Con at 5fpt. This allows us to peal off workers and settlers as required without sacrificing too much pop. Adri is now sufficientky large that growing will not be worthwhile. I switch Con to work both game and fish.

IT
Con spear -> archer

1225BC
Army d Sp (1-0)

1200BC
zzz

IT
Caesarea rax -> archer

1175BC
Adri grows size 5 - need to raise lux to 30%

IT
rSp loses to vArch -> promotes 3/5 at Nicaea (1-1) (healing eArch remains in town)
Nicaea walls -> cat

1150BC
Army d 3/5Arch (2-1)

IT
Con archer -> spear

1125BC
all quiet on the front

IT
Cathy wants to talk - I tell her she's too fat and ugly

1100BC
Army d Arch (3-1)

1075BC
all quiet on the front

IT
HM approach Caesarea
Caesarea archer -> warrior (to explore the west)

1050BC
vArch d HM (4-1)
Army d HM (5-1)

IT
Con spear -> worker

1025BC
advance army towards Russia (first chance to move it fully healed)

IT
Caesarea warrior -> archer

1000BC
Army sees Cathy has .
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
IVORY :eek:

Well that puts a cat among the pigeons - she should have no trouble building SoZ before us if we let her.
Options
- pillage ivory (does this work if already started building?) - at least it stops AC production once built.
- capture it after Cathy builds if she builds it first ( and switch Adri to HE ?)
- ? cut our losses and build archers in Adri (loss of 10 shields plus next turns production) to ensure we can capture whatever Cathy builds
 
Research
IW due in 1 (had to switch Caesarea to work lake this turn to squeeze it in)
Pottery -> MM would be good for granary in capital and dromons
CB -> Myst -> Poly -> Monarchy would be good to get out of despotism

Exploration
Cheap warrior just started out west
Con could spit out a curragh soon to go east
Army is getting a squiz at Cathy's lands

City MM
Adri building SoZ - req 4 BGs to be mined
- currently 3 BGs being mined (1 completes this turn) which should reduce SoZ from 34 turns to 23 turns (30% wastage allows up to 8spt when 4 BGs mined after 7 turns from now)
- grows size6 in 3 turns - will not increase production so rather than increase lux I suggest hiring a scientist

Con - recommend keeping it 5fpt and shuffle between workers/settlers + military units (plus a curragh soon) Can MM by swapping tiles with Caesarea

Nicaea - no rax - it should build cats

Caesarea - military, if production over-run, lake gives extra commerce

Nicaea and Caesarea in bad need of tile improvement, but have made connecting cities, then improving Adri my priorities

Military
- check it out - we are ave compared to Cathy :cool:
I think we have enough spears for defence, I replace the lost one then concentrated on archers / cats. AC would be nice if we get there first.
Army should pillage ivory and horses whilst scouting Cathy's lands, then consider attacking towns with units for backup so an injured army is not left vulnerable to counter attack
 
The roster is now:

goz - fourth city and army!
Andronicus - Started a statue
markh - UP
SimpleMonkey - ON DECK
classical hero - kept up the Russian slaughter and got us our third city!
 
I'd use the army immediately to capture the Russian worker and then burn that city to the ground the next turn. We still have a good chance to build SoZ, so I wouldn't abandon that plan yet.

The march to monarchy makes sense after we pick up MM, but I'm not in a hurry. Our economy wouldn't benefit that much for a while, and we'd lose the benefit of the pop-rush. HB is starting to make more sense after MM, since we know there must be horsies up north somewhere. Right? AC are da bomb, of course, but they don't upgrade.

Destination for next settler is going to depend on whether something wonderful appears when IW comes in.

Good job, Andronicus! Getting us going offensively is crucial right now, and you did it. Go rip 'em up, markh!
 
Back
Top Bottom